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Difference between revisions of "Half-Life"

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== Engine Modifications ==
 
== Engine Modifications ==
 
There's:
 
There's:
- Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures
+
* Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures
- A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
+
* A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
- Colored, radiosity lighting for maps, compiled with a fork of QRAD.
+
* Colored, radiosity lighting for maps, compiled with a fork of QRAD.
- HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
+
* HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
- Water waves and transparency
+
* Water waves and transparency
- Material system for walls and floors to define impacts and footstep noises
+
* Material system for walls and floors to define impacts and footstep noises
- Particle system with trailing particles  
+
* Particle system with trailing particles  
- Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
+
* Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
- Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc)
+
* Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc)
- Simple lip sync
+
* Simple lip sync
- PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side)
+
* PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side)

Revision as of 00:18, 9 May 2008

Half-Life
Author: Valve Software
License: Proprietary, commercial
Engine: WinQuake, GLQuake
First release: 1998
Newest release: 1999
Website: Valve Software

A majorly popular game based on Quake's game code...

It was mildly popular since its November 1998 release but it skyrocketed with the release of Counter-Strike in 1999. This highly boosted sales of the game and quickly taken the throne of the most popular multiplayer game in 2000.

Engine Modifications

There's:

  • Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures
  • A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
  • Colored, radiosity lighting for maps, compiled with a fork of QRAD.
  • HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
  • Water waves and transparency
  • Material system for walls and floors to define impacts and footstep noises
  • Particle system with trailing particles
  • Beam system for beam effects including support for depthWrite fades, with shapes like straight beam, lightning noise and cylindric shockwaves
  • Sound sentence sequences, for stringing a bunch of WAV files in an order to construct a sentence (i.e. Speech of announcer, marines, etc)
  • Simple lip sync
  • PROGS are in DLL form divided into cl_dll (for client-side) and dll (for server-side)